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  • File : 1304766756.jpg-(20 KB, 600x347, warehouse.jpg)
    20 KB Anonymous 05/07/11(Sat)07:12 No.7316999  
    >I was wondering if anyone on /jp/ would like to join up and form our own visual novel/eroge company.

    >I figured we could take over an abandoned warehouse, which would double not only as our work studio but community living quarters as well. If we're lucky, we can find one close enough to another company with an unsecure wi-fi and mooch their internet.

    Just over a year ago now, what ever happened to our dreams /jp/?
    >> Anonymous 05/07/11(Sat)07:15 No.7317005
    Those were some retarded threads. I hope the faggots that made them starved to death so there' no chance of them polluting the gene pool.
    >> Anonymous 05/07/11(Sat)07:15 No.7317007
    Reality.
    >> Anonymous 05/07/11(Sat)07:16 No.7317011
    Reality and the lack of funds stand in our way.
    And I would care for making VNs or anything related.

    I'd just live in the /jp/ Mansion and have a task to fill in administration or gardening.
    >> Anonymous 05/07/11(Sat)07:17 No.7317015
    That's a bad idea.
    The only real market for eroge is in japan, and even there it's extremely competitive and a bunch of inexperienced NEETs would never make it. Please wake up.
    >> Anonymous 05/07/11(Sat)07:18 No.7317017
    Those assholes swap from project to project. I'm sure they're the same stupid fucks who tried to make Pressure in /v/.

    Making a cheap, shitty VN wouldn't be hard. Practice making a small route in Flash and maybe people would actually take you seriously.
    >> Anonymous 05/07/11(Sat)07:19 No.7317022
    they probably succeeded and then had the building "accidentally" bulldozed down while they were inside of it.
    >> Anonymous 05/07/11(Sat)07:19 No.7317023
    >>7317005
    >polluting the gene pool
    Do you even know where you are?
    >> Anonymous 05/07/11(Sat)07:21 No.7317030
    >>7317017
    What's Pressure?
    >> Anonymous 05/07/11(Sat)07:23 No.7317038
    >>7317017
    >Those assholes swap from project to project.

    You mean you wish they would finish something? Can you think of any recent /jp/ examples?
    >> Anonymous 05/07/11(Sat)07:23 No.7317040
    >>7317005
    >polluting the gene pool
    >implying you'll ever spread your defective genes anywhere besides your chest after you jerk off.
    Don't worry. They weren't going to jerk off onto your chest, relax. Your genes will never be polluted.
    >> Anonymous 05/07/11(Sat)07:23 No.7317043
    It's already been a year? ;_;
    >> Anonymous 05/07/11(Sat)07:26 No.7317059
    I still want to join a /jp/ VN company. Even if it realistically wouldn't work, it would be more productive than what I'm doing now.
    >> Anonymous 05/07/11(Sat)07:26 No.7317060
    Come on /jp/ it isn't like any of us have anything to lose, right? I want to believe in our dreams!
    >> Anonymous 05/07/11(Sat)07:27 No.7317063
    >>7317015
    Ryukishi made it, so can we.
    >> Anonymous 05/07/11(Sat)07:28 No.7317066
    >>7317030

    /v/ used to have a ton of threads about building a game called Pressure. An underwater survival/horror game with a bunch of cool ideas. The general premise was that you're an underwater researcher, a giant creature wrecks your lab and maybe eats some people, and you have to go out in your dive suit and complete missions which involve interactions with deadly elements like riptides, increasing pressure, and giant squids. Someone actually went and made a small, navigable room (supposedly the beginning), but shat up the story with a bunch of stupid bullshit about fishmen and the occult. As far as I know it never went farther than that.
    >> Anonymous 05/07/11(Sat)07:28 No.7317068
    >>7317059
    I would love to, all we need is to a lot of money.
    >> Anonymous 05/07/11(Sat)07:31 No.7317076
    >>7317068
    We could just band over the internet instead of a physical building at first. Chances are the company won't last long anyway, renting the warehouse might just end up being a waste of money.
    >> Anonymous 05/07/11(Sat)07:32 No.7317082
    >>7317068

    I could code a VN in an hour in Visual Basic, and I barely passed the Intro class.
    The only hard part is doing all the ungodly amounts of writing. It's like writing a novel with branching paths. Although I think the biggest problems would be stuff like this:

    >Okay guiz since I started the idea I get to be the director and I approve (or more like disapprove lololol) absolutely everything, k?
    >Well my idea is that should totally have a yandere love interest who likes pocky and animu :3
    >Well MY idea is that the MC should browse /jp/, and make lots of references to our memes!
    >I think this VN needs to be totally serious. And by that I mean we're going to rip off Season of Sakura.
    >> Anonymous 05/07/11(Sat)07:35 No.7317087
    >>7317068
    That isn't true at all. We don't have to set up a company until we have something to company about.

    All of the development tools we would need are essentially free anyway.
    >> Anonymous 05/07/11(Sat)07:37 No.7317094
    the engine is easy. hell, i could build a multiplayer VN engine over the weekend

    the problem is artwork.
    >> Anonymous 05/07/11(Sat)07:39 No.7317097
    >>7317094
    I would totally do the artwork. There are a ton of people who probably would actually.
    >> Anonymous 05/07/11(Sat)07:39 No.7317098
    >>7317097
    yeah, but something better than stick figure theatre?
    >> Anonymous 05/07/11(Sat)07:42 No.7317103
    I think if /jp/ collaborates on a project, it should go something like this.

    1. Gather up your writers and envision the project that you want to complete.
    2. Throw it out the window and envision a mini-project that's conceptually similar and one tenth as much work as a demonstration of the working group and proof of concept.
    3. Abandon the mini-project after completing a fifth of it.
    >> Anonymous 05/07/11(Sat)07:43 No.7317108
    >>7317082
    >I could code a VN in an hour in Visual Basic, and I barely passed the Intro class.

    No you couldn't. Otherwise prove it, since it would just take an hour at most?

    There is a difference in understanding the basic principles of something, and actually understanding how it works.

    There is also a difference in understanding something and actually being able to do it. This is where /jp/ and many other internet hot shots fail. They completely overestimate their current abilities and underestimate the sheer quantity of work things require.
    >> Anonymous 05/07/11(Sat)07:45 No.7317114
    >>7317098
    Of course. Have some faith.
    >> Anonymous 05/07/11(Sat)07:49 No.7317131
    >>7316999
    Don't start this shit again, warehouse threads were bigger cancer than KS spamming, with 10 different dedicated tripfags, yandere lovers from /a/ and tons on normalfag scum. /jp/ was so butthurt over them that even mod started deleting their threads until they fizzled out.
    >> Anonymous 05/07/11(Sat)07:53 No.7317154
    >>7317131
    Only a few threads ever got deleted. Which doesn't mean anything because all sorts of threads got deleted at the time.
    >> Anonymous 05/07/11(Sat)07:53 No.7317158
    Since it seems the main problem is the actual writing and not coding or artwork, maybe it'd be easier to just adapt some book into vn form for starters?
    >> Anonymous 05/07/11(Sat)07:56 No.7317164
    >>7317158
    Dandelion girl did pretty good.
    >> Lyin !v7YNS/isK2 05/07/11(Sat)07:56 No.7317167
    >>7317158

    Actually, the main problem would be people losing interest before it even started.
    >> Anonymous 05/07/11(Sat)07:56 No.7317168
    >>7317158
    You mean like Dandy Girl?
    >> Anonymous 05/07/11(Sat)07:58 No.7317172
    >>7317158
    I'd be interested in lending some ideas and even writing some of it but every time I try to make an email account so /jp/ can contact me I can never think of one. I always try to think of some ambiguous, generic names but I just can't. One of these days.
    >> Anonymous 05/07/11(Sat)07:59 No.7317175
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    >>7317158
    You mean like SICP?
    >> Anonymous 05/07/11(Sat)07:59 No.7317177
    >>7317172
    forlackofabettername@[domain].com

    No need to thank me.
    >> Anonymous 05/07/11(Sat)08:00 No.7317180
    >>7317167
    The problems in order of severity:
    1. People losing interest.
    2. Spam.
    3. Trolls.
    4. Coders that talk big but can't do anything.
    5. Artists that can't produce anything but fanart.
    6. Next big thing.

    The writing is usually the easiest part, well right after coming up with ideas.
    >> Anonymous 05/07/11(Sat)08:05 No.7317200
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    write a basic feature set for the VN and i'll code it.

    a simple VN is branching route with scenes, dialog, and deicision points. a decision does not have to change a route, but can set a FLAG or VALUE up/down. the dialog can check the FLAG/VALUE and change the route.

    more complicated systems would be "sandbox" style where the player moves around and time/date & values changes what occurs in that scene/area.

    highly complicated is more like an RPG and the characters have daily schedules, etc
    >> Anonymous 05/07/11(Sat)08:10 No.7317215
    >>7317172
    >lending some ideas and even writing some of it
    >try to think of some ambiguous, generic names but I just can't
    You may be interested, but you can't do it. Just realize it an stop thinking that you're creative.
    >> Anonymous 05/07/11(Sat)08:11 No.7317217
    >>7317200
    There are already several free VN engines out there. But you didn't mention scripting, asset processing, or anything like that.

    The core logic of the game wouldn't be too much work though. Or are you not >>7317082 ?
    >> Anonymous 05/07/11(Sat)08:17 No.7317243
    >>7317217
    the simple version doesnt have scripts.

    asset processing? that's just a file associated with the scene/dialog.

    i am not >>7317082
    >> Anonymous 05/07/11(Sat)08:20 No.7317256
    >>7317215
    Rude.
    >> Anonymous 05/07/11(Sat)08:22 No.7317264
    >>7317108
    Not him, but it certainly doesn't look THAT hard. Granted, for it to be done in an hour or so, one would need all the drawings, text boxes, and every other graphical thingy already done.

    Definitely easier than a shmup, though, which is something I actually made.
    >> Anonymous 05/07/11(Sat)08:24 No.7317274
    Warehouse was the stupidest shit ever.

    The premise was basically NHK minus the things that made it funny, the concept art was less a bunch of character sketches than a collection of fetishes, including one that was named after a shitty 3d attention whore, and the small scraps of writing that I saw seemed to have been written by someone who'd never interacted with an actual fucking human in his life.

    Had it gotten off the ground instead of crashing and burning, I have little doubt that it would have turned into something even worse than KS.
    >> Anonymous 05/07/11(Sat)08:26 No.7317286
    >>7317243
    Assets as in files, data, packed data, whatever. There is usually more to it than simply this->scene.do_associated_file(); for example processing animation, scaling, positioning sprites, playing associated music.

    But never mind, I thought you were the other guy.
    >> Anonymous 05/07/11(Sat)08:30 No.7317306
    Oh, I remember those threads.

    Still like my idea of how to make it happen.
    Purchase land in TX (stupid cheap)
    Purchase steel warehouse (60'x60' can be had for $15k)
    Foundation would cost about $6k
    Another $4k for insulation and cooling

    I think with $40k this could be doable.
    Only issue is with money for food. I don't see a hikki living away from home getting any money from his parents after age 25. There are grocery stores that deliver, or one NEET with a car could go pick stuff up at 2am.
    >> Anonymous 05/07/11(Sat)08:32 No.7317316
    >>7317274
    As I recall most of the people involved were from /a/ and even admitted to not having played many VNs. I think people actually from /jp/ could make something good.
    >> Anonymous 05/07/11(Sat)08:34 No.7317322
    >>7317264
    Things take time. In some ways a shmup is easier because it relies less on the GUI.

    I don't spend time in VB, but I find it hard to believe you can easily do anything with it and not look like an office 97 plugin.
    >> Anonymous 05/07/11(Sat)08:35 No.7317324
    >>7317316
    SECRET CLUB INITIATION
    Review how many VN's someones read and quiz them on the content.
    >> Anonymous 05/07/11(Sat)08:38 No.7317332
    >>7317316
    >I think people actually from /jp/ could make something good.

    I think you should stop deluding yourself. Most of the people on /jp/ are uneducated, unmotivated, apathetic losers, who would derive far more enjoyment from seeing you fail than helping you succeed.
    >> Anonymous 05/07/11(Sat)08:39 No.7317340
    >Ryukishi made it, so can we.
    yeah, but he made extensive worlds, with interesting characters and concepts, not a generic harem vn with a twist "but they're in a warehouse!" like what jp tried.
    >> Anonymous 05/07/11(Sat)08:40 No.7317346
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    >>7317316
    There were quite a few from /jp/ actually contributing I think. Mugen even tried to offer help with backgrounds at one point.

    The problem was that people from /a/ and /v/ were hijacking the threads because they felt it lacked direction and they needed to take charge.

    It started with them nitpicking at the established ideas and adding in their own, eventually spiraling into a circle jerk that lacked new content being made.
    >> Anonymous 05/07/11(Sat)08:41 No.7317351
    >>7317332
    Most, not all.
    >> b.b.hood !ponpOnMgkc 05/07/11(Sat)08:41 No.7317352
    What is this warehouse nonsense? It was supposed to be in a garage. Remember, Gara-ge or whatever?
    >> Anonymous 05/07/11(Sat)08:46 No.7317373
    >>7317351
    The ones that aren't have enough ability that they don't need other people "helping".
    >> Anonymous 05/07/11(Sat)08:49 No.7317393
    >>7317373
    It's not a matter of "ability" when you're talking about making an entire VN. They aren't single-man projects.
    >> Anonymous 05/07/11(Sat)08:54 No.7317417
    >>7317393
    Which obviously means that you should try to recruit people from an imageboard that collectively prides itself on how much of a loser it is.
    >> Anonymous 05/07/11(Sat)08:58 No.7317439
    >>7317322
    >not look like an office 97 plugin.

    It all depends on the pretty graphics I use and is not related to my programming ability.

    >because it relies less on the GUI.

    Programming a GUI is easier than making sprites and moving backgrounds.

    Perhaps, saying that it would take an hour is an hyperbole, but with a little love and dedication, a weekend maybe? Hell, a week, tops.
    >> Anonymous 05/07/11(Sat)09:00 No.7317447
    >>7317417
    All of these normals, I swear. Okay sure, go be a winner wage slave with your girlfriend and catch herpes before she leaves you for another man and forces you to pay child support.
    >> Anonymous 05/07/11(Sat)09:02 No.7317457
    I think all the camwhores moved to /soc/...
    >> Anonymous 05/07/11(Sat)09:03 No.7317464
    >>7317447
    You're a retard. Please leave.
    >> Anonymous 05/07/11(Sat)09:03 No.7317465
    Anyone want to make a multiplayer simulated messageboard where players can beat each other up?
    >> Anonymous 05/07/11(Sat)09:03 No.7317466
    I remember this. Mugen offered his warehouse and uploaded a few pictures. After that it just died.
    >> Anonymous 05/07/11(Sat)09:04 No.7317470
    >>7317465
    Like a multiplayer forumwars?
    >> Anonymous 05/07/11(Sat)09:09 No.7317489
    >>7317439
    Programming a GUI engine with event handling, scripting, drawing fonts, states, input, and all the things that go into a GUI is easier than basic transformations along the y axis? Oh wow.
    >> Anonymous 05/07/11(Sat)09:10 No.7317490
    >>7317470
    Never heard of it before though it sounds like the same idea.
    >> Anonymous 05/07/11(Sat)09:15 No.7317507
    >>7317490
    Forumwarz is an rpg though
    >> Anonymous 05/07/11(Sat)09:21 No.7317527
    Let us assume that we have a completed VN engine.

    That just leaves sounds, music, sprites, backgrounds, other art, and a story. We already have like five people in the last month working on their own VN engine so why aren't artists working on sprites or writers preparing their stories?
    >> Anonymous 05/07/11(Sat)09:25 No.7317540
    >>7317489
    >event handling
    >input

    I totally didn't need any kind of input whatsoever for a shmup, so event listeners are a completely alien concept to me.
    >> Anonymous 05/07/11(Sat)09:26 No.7317546
         File1304774816.jpg-(133 KB, 473x496, 1270138696060.jpg)
    133 KB
    >>7317082
    >>7317108
    >>7317114

    Well it's over an hour later, almost two hours actually and you're still not done yet. I guess you were just a chump after all.
    >> Anonymous 05/07/11(Sat)09:30 No.7317558
    what the fuck do you need to make vn engine for?
    >> Anonymous 05/07/11(Sat)09:33 No.7317575
         File1304775233.png-(200 KB, 1080x810, lucetta last JADF.png)
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    >>7317558
    Because reinventing the wheel is how all the cool kids prove they're better than the average cat.
    >> Anonymous 05/07/11(Sat)09:35 No.7317583
    >>7317575
    This has potential
    >> Anonymous 05/07/11(Sat)09:48 No.7317642
         File1304776114.jpg-(116 KB, 600x347, jp_new_future.jpg)
    116 KB
    OP here. You know guys, while I'm just sifting through the old thread something struck me.

    For all the talk of how bad the original threads were and how terrible the project was, I think /jp/ must be far shittier right now than back then. The original thread started out with a lot of enthusiasm, people volunteering and contributing fairly early on. A lot of people pitched all kinds of VN ideas and offered practical tips like aiming for Comiket before a company.

    In the face of such a horrible summer ahead of us, I wish we could band together and get something done for once.

    Lets finish the Warehouse project this summer, okay /jp/?
    Even if we just do it for the pantyhose and socks.
    >> Anonymous 05/07/11(Sat)09:49 No.7317647
    >>7317642
    What you consider being shittier, someone else might think of it as "learning from past mistakes"
    >> NeverEverRemember !!dB9NzwcyQRy 05/07/11(Sat)09:50 No.7317650
    ONScripter.
    Kirikiri.
    Ren'py.

    Hell, there's even enough tools you could just steal RealLive or N2System or similar non-free engines.

    The engine is not the problem, and anybody who's played more than two VNs should know that. Now stop being idiots and find a way to not make everybody lose interest after the first two weeks.
    >> Anonymous 05/07/11(Sat)09:53 No.7317656
    >>7317647
    I don't want to be the bitter hikki forever. I want to believe in the dream again.
    >> Anonymous 05/07/11(Sat)09:53 No.7317658
    >>7317546
    >>7317546

    Source of pic? Tried iqdb, no results, tineye did show some, but none of any help
    >> Anonymous 05/07/11(Sat)09:55 No.7317666
    Just start a translation company.
    Just look at how shitty MG and JAST are. We need an alternative.
    >> Anonymous 05/07/11(Sat)09:55 No.7317667
    >>7317658
    http://www.mangaupdates.com/series.html?id=1653
    >> Anonymous 05/07/11(Sat)10:04 No.7317697
    >>7317656
    That's nice. Go do it somewhere else.
    >> Anonymous 05/07/11(Sat)10:52 No.7317814
         File1304779946.png-(368 KB, 801x481, 1297756069921.png)
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    My idea for a visual novel was about a delivery man out in deep space, doubling as a boarder patrol shortly after a large war and the unification of the galaxy.

    The MC's ship is very small like a 6 mat room and just one room except for a compact machine room, washroom, and cockpit. He enjoys his quiet life out there all alone for weeks, months, or maybe years at a time, except for his ship's computer and/or support A.I. with which he can link up to, to help him keep his sanity and perform his tasks.

    The story evolves from setting out near the center of the galactic empire, making stops along the way towards the furthest frontier outposts as a new war starts to unfold.

    The supporting characters include his/his ship's support A.I., androids, mutants, colleagues in the delivery business as well as rivals.

    The way he links up to the A.I. can also be described as something similar to lucid dreaming where he can interact with the A.I in their own private world.

    The theme is probably a bit like an idealized version of the early wild west out on the frontier, but in space, and some civil war.

    Another motif is probably disillusion with the progress of mankind through society, away from their natural beginnings. So the MC could probably be described as a bit of a hikikomori.

    tl;dr

    A space opera VN.
    >> Anonymous 05/07/11(Sat)10:56 No.7317823
    >>7317200
    >write a basic feature set for the VN and i'll code it.

    I'm not sure it's anything out of the ordinary. Just a regular VN you know. Try to keep it simple at first?
    >> Anonymous 05/07/11(Sat)11:01 No.7317830
    >>7317814
    Okay, so you have a setting and two characters. What happens next? What kind of exciting events occur that makes the story focus on that exact part of his life? What makes your story better than any of the other 4582349534758345 space operas out there? How does it end?
    >> Anonymous 05/07/11(Sat)11:10 No.7317855
    >>7317814
    Wouldn't it be easier to start with something closer to home? And short?

    It should be about a group of niche culture fans that get together to try to produce a product, but ultimately fail as a result of character flaws which are exposed during the course of the story.

    I'm pretty sure someone on /jp/ can write about that properly.

    Being short is key. If we were going to have multiple people collaborating, what's more important than anything else is actually getting it done to set a precedent and establish a group with a history. Making something full-length is just asking to have some key member quit on you halfway through(most likely the artist as the writer is pretty much the one with true creative liberty).
    >> Anonymous 05/07/11(Sat)11:21 No.7317883
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    >>7317830
    War happens; on his way to deliver a large black case to an outlying research facility monitoring bodies of dark matter, a civil war breaks out. This puts the main character into battle, however his small ship is actually a refitted scouting ship capable of high speeds and fast maneuvers. He doesn't really support either side and the scale of most battles are skirmishes due to the vastness of space. Throughout this he has to constantly make pit stops at other outposts and planets before he can reach his final destination.

    The black case he is delivering also carries a specialist android that has yet to be activated. This will be revealed along the way due to circumstances not being ideal, and the android takes on a role sort of like a daughter, with vast scientific knowledge but no essential communication and social techniques.

    He doesn't have much in the way of aspirations, he's just surviving like he's doped up and mellowed out most of the time, going through the motions.
    >> Anonymous 05/07/11(Sat)11:28 No.7317910
    >>7317883
    Is this some sort of epic tale or do you actually expect this to be told within a reasonable amount of words? Honest question, I can't quite tell.

    There's no way you should expect a group of anonymous strangers to get together and produce a full-length collaborative project. Something will happen along the way if it's too long. Just look at KS.

    If you make a short story, then most likely at the very least you'll have something done and probably a good idea of who works in the group and who doesn't.
    >> Anonymous 05/07/11(Sat)11:28 No.7317911
    >>7317883
    Sounds awfully generic, if you ask me. What makes it stand out among the 4543859349 similar stories?

    >>7317855
    What kind of niche culture fans? Who are the characters? What are their flaws? What are they producing? And how can you have good character development while keeping it short?
    >> Anonymous 05/07/11(Sat)11:28 No.7317914
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    >>7317855
    >It should be about a group of niche culture fans that get together to try to produce a product, but ultimately fail as a result of character flaws which are exposed during the course of the story.

    That actually sounds pretty good!

    They could group up, some out of curiosity, some to show off, some out of desperation, and decide to start a company with lots of creative energy in a warehouse but ultimately fail.
    >> Anonymous 05/07/11(Sat)11:29 No.7317919
    >>7317855

    I like this idea, have the protag be the writer or something, with the arrogant game designer as the antagonist. A fat prick as the artist and a Madotsuki-esque girl as the coder.

    Everyone are constantly clashing while the writer and the girl sits on the sidelines observing the spectacle.
    >> Anonymous 05/07/11(Sat)11:33 No.7317926
    >>7317919
    If you're going to do it, random idea I'm throwing in: Leave some stuff unfinished. For example, leave some character sprites as only colorless sketches. Give it an unfinished feel to fit the story.
    >> Anonymous 05/07/11(Sat)11:37 No.7317942
    >>7317911
    >Is this some sort of epic tale or do you actually expect this to be told within a reasonable amount of words? Honest question, I can't quite tell.

    More of an epic I would say. I have a space opera itch I just can't quite scratch.

    You're probably right though it is way too much for a group of people that have more proven failed attempts than success.

    >>7317911
    >Sounds awfully generic, if you ask me.
    Most things are generic I guess. Especially at a concept stage if you get all original then it's trying too hard.

    >What makes it stand out among the 4543859349 similar stories?
    Not much, what makes your life stand out from billions of other people? I don't think generic and unoriginal plots are a bad thing. They can be quite enjoyable, and if they're done tastefully they will be praised as highly original and groundbreaking even though this can't possibly be the case.
    >> Anonymous 05/07/11(Sat)11:38 No.7317943
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    >>7317855
    >>7317914
    >>7317919
    Makes me think of episode 10 of Paranoia Agent, "Mellow Maromi". It's an episode that almost completely stands alone, so you can watch it without having seen any other Paranoia Agent episodes. It's about a group of people producing the first episode of an anime series, but completely fucking up. Meanwhile, their staff members suddenly die one by one.

    Worth watching for inspiration if you plan to take this anywhere. (It's on the /jp/ FTP, in /Anime/Paranoia Agent/)
    >> Anonymous 05/07/11(Sat)11:40 No.7317949
    >>7317942
    Non-original stories can only succeed if the execution is better than with similar stories. Considering we're all a bunch of amateurish and lazy fucks, I doubt our execution would be any better than ANY other executions of the exact same plot.
    >> Anonymous 05/07/11(Sat)11:49 No.7317971
    >>7317949
    Huh? How can you even think that any VN has an original story? Prove it. It's not possible.

    I don't think it has to be better than anything else to be worthwhile or enjoyable. Wherever we go with ideas, and whatever we do there is always going to be some genre, culture, or history we're tapping in to. And if that isn't the case then we'll still overlap but run the high risk of coming over as uncultured and uneducated morons.

    I do think it has some merit to be conscious about pitfalls that will make it a painful, tedious or boring experience. But I don't think we should get too hung up on how creative or unique it is. We can't win like that because it will paralyze us.
    >> Anonymous 05/07/11(Sat)11:53 No.7317982
         File1304783580.jpg-(529 KB, 683x960, 1248868928330.jpg)
    529 KB
    >>7317971
    This story wasn't even possible before the invention of VNs.
    >> Anonymous 05/07/11(Sat)11:53 No.7317984
    >>7317926

    Thats a nice idea. Maybe it could gradually get worse as the story progresses? The last chapter of the story could be like a sketch.
    >> Anonymous 05/07/11(Sat)11:58 No.7318002
    >>7317855
    Here.

    Sorry, it was simply a suggestion with some guidelines for strategy. I don't have talent as a writer, but if someone who likes the idea does, then I think it would be the kind of story that /jp/ as a whole would work well with. When it comes down to it I don't think any of us are a vision of success and so coming up with believable, interesting character flaws that impede success shouldn't be a hard task. I think it would be especially good because different characters could have their own endings, so it doesn't need to be a complete sob story or "life-goes-on" story, as most stories like that are.

    Somebody's question so far about how the characters would be developed without being long is a good one, but I will leave that question up to someone better at storytelling than myself if the idea is used. What I really wanted to get out is just the part about using a premise close to home and the importance behind making any kind of first project a short one.

    Moving away from that since I have no further input...
    I'd also like to know what would be done for the art, though. The artist and the writer are arguably the key parts, and while the writer is probably the one with real control over what happens, if the artist drops out on you you're probably fucked. I think it can be said that for the most part, the artist has to put up with the writer, and not so much the other way around, so this makes the artist dropping out not unlikely if the artist isn't being paid and there are creative differences(as the artist will be putting out quite a bit of effort to recreate what the writer writes to satisfaction). So what's to be done to ensure this rather likely event doesn't happen? Do we hire an artist with money so they don't bitch or would we still rely on someone freely helping?
    >> Anonymous 05/07/11(Sat)12:01 No.7318010
    You guys can use
    http://scribe.googlelabs.com/
    To write the plot for you.
    >> Anonymous 05/07/11(Sat)12:05 No.7318029
    >>7318010
    >a new and improved method of making a living from the land of the free energy of the system is not a valid stream resource in D minor for two violins and a cello player and a great deal of time and money to the poor and the rich and famous and the most important thing is to get the best of the best in the world of the living room and dining room with a view to the sea and the mountains of the world and the world of the living room and dining room with a view to the sea and the mountains of the world and the world of the living room

    Well, it's better than whatever I can write at least.
    >> Anonymous 05/07/11(Sat)12:10 No.7318047
    >>7317982
    There was a movies in the 80's, I think it could have been a jaws film where they were trapped in an underwater park of some sort. Actually I'm foggy on the details but the premise of a group being cut off and trapped underwater has been repeated a few times by even Hollywood.

    Then add the basic concepts of time paradox stories, breaking the 4th wall, and deus ex machina.

    It doesn't sound very original. What part was supposed to be original?

    Even Fate/Stay Night if you pitch it could be summed up as: King Arthur vs. Hercules vs. Medusa vs. Deedlit vs. Gilgamesh vs. Some Irish guy and a ninja. Oh, but king Arthur is a girl, and they have sex for mana transfers.

    I'm not getting into an argument about those VN's but comparing a pitch to a finished product just isn't fair.
    >> Anonymous 05/07/11(Sat)12:16 No.7318072
    >>7318002
    I don't see why an artist should be singled out and paid money. These kinds of projects however fanciful have never offered pay to programmers and the like when their task is at times arguably the most time consuming and difficult.
    >> Anonymous 05/07/11(Sat)12:24 No.7318099
    >>7318047
    If you put it like that, NOTHING is original.

    http://tvtropes.org/pmwiki/pmwiki.php/Main/TheTropelessTale

    Originality is taking existing ideas and combining them like they haven't been done before. Ever17 did some things that weren't done in that way before, completely surprising most of us with its twists.
    >> Anonymous 05/07/11(Sat)12:31 No.7318128
    >>7318099
    I thought I wouldn't fall for it and now I've got 9 tabs open. Fuck you.
    >> Anonymous 05/07/11(Sat)12:42 No.7318167
    >>7318099
    That's exactly what I was getting at. The actual execution of a story takes the reader through a whole processes that stimulates the imagination. It isn't the same as summarizing or pitching a concept.

    There was a guy who posted about half a year ago that said he wanted to make a VN with a story that would make people shit bricks. I don't think it really works that way...
    >> Anonymous 05/07/11(Sat)12:50 No.7318205
    >>7318072
    I could see paying a programmer too. I explained my reasoning behind why the artist might be paid in the post you quoted. It's to my understanding that oftentimes, doujin/VN groups hire artists, so I figured I would suggest it and guess at their reasoning(that the artist is at the mercy of the writer and the project is more or less centered around the writer(being a form of a novel)).

    I think the entire premise here is that the project would more or less be done as a group of /jp/'ers working for free. But the artist and writer have the responsibility of producing creative content, and their jobs are intertwined with the author in control. Nobody else really has to bend over backwards for the author like the artist, and so if there's nothing to stop him from quitting over a creative difference, then the project is much more likely to fail.

    I don't necessarily object to the idea that the programmer's job is worth money, but they know what to expect going into the job, more or less. And unlike the artist, to my understanding their job doesn't really depend on the author's whim.

    I don't think it is "fair" that the artist should be paid and no one else either. But I'm mentioning this to get discussion about it because the artist and writer sticking through throughout the project seems paramount. There are probably other solutions as well. I can think of only one, though, which is:

    Complete the writing before searching for an artist so the artist can decide if he's willing to draw it for free or not before he starts.

    Seems a little unreasonable.
    >> Anonymous 05/07/11(Sat)12:51 No.7318206
    >>7318167
    It does, you can have a pitch of a story that clearly lets people shit bricks. You could summarize Ever17 as Six/seven people are locked up in a flooded underground theme park. The game is told from the perspectives of two protagonists; however, the perspectives don't fully match up together, and there's lots of very slight differences between the two perspectives (for example, who the sixth character is differs depending on the perspective. The personalities of the characters themselves is also slightly different). Most of the story is spent confusing the player by giving him contradicting signals from both perspectives, then in the end it's revealed that they're not two perspectives of the same situation at all - they're actually two completely different but very similar stories taking place in completely different years! Not all of the characters from the original incident made it out alive, so the remaining characters replicate the entire incident 17 years in the future, in order to confuse the player, a four-dimensional being, so he gets stuck in a certain timeline so he can help the original cast.
    Although the above pitch is probably even much more detailed than necessary. The details (who are the characters, what is the reason they're doing this, etc) can be worked out later.
    >> Anonymous 05/07/11(Sat)12:55 No.7318213
    >>7318205
    >I don't necessarily object to the idea that the programmer's job is worth money
    But I do. VNs don't need a "programmer", you only need to do scripting. And it's so easy, anyone can pick it up as a side task. It's not worth money.
    >> Anonymous 05/07/11(Sat)12:55 No.7318215
    >>7318206
    That sounds incredibly stupid.
    >> Anonymous 05/07/11(Sat)13:04 No.7318231
    >>7318213
    I'll stop talking after this as it's clearly getting into an area where I'm talking out of my ass. I was simply taking the other guy's word for it about it being a difficult job(or was that you?).

    I was thinking something similar while I was writing it, which is that if the programmer feels dissatisfied with the project, it would seem to me that any other capable programmer could come in after them and pick it back up, whereas if the artist leaves, unless you find a talented person who can copy his style or you're willing to settle for an inconsistent piece, either the art has to start all over again or the entire project breaks up.

    But if you're the person I was replying to with that post, I don't quite follow the line of reasoning behind your replies.
    >> Anonymous 05/07/11(Sat)13:13 No.7318257
    >>7318231
    Speaking as someone who has done visual novel scripting (and not the person you were replying to earlier), I can tell you that "programming" a visual novel is incredibly easy and not worth any money.
    That said, I don't believe that the artist should be paid anything either. The most important part of a visual novel is the script, not the pictures.
    >> Anonymous 05/07/11(Sat)13:27 No.7318309
    >>7318257
    Well, we've established that it's not really fair. But ideally, the project isn't going to start without a writer who has something he wants to write in the first place. That's the entire premise behind the perspective I've been speaking from.

    So the consensus is that the artist should just be trusted to stick around, then, or is there another idea? Unless people think the idea of a VN with varying art styles due to artists quitting is acceptable, in which case you can disregard everything I've said about art.
    >> Anonymous 05/07/11(Sat)13:28 No.7318310
    The scenario writing guides tell us that the story first and foremost should be about the character(s). It should be possible to summarize it with "this is a story of a character that...". Protagonist, his motives, personality, actions is the main driving force of a story.
    All other features, events, setting, etc matter much less and could be worked on on the spot.

    Also it's nice to have some grand idea behind the story. The thing that you want to tell your readers, that will give the story a meaning and depth.
    >> Anonymous 05/07/11(Sat)13:30 No.7318315
    >>7318231
    No, it was me, not him. I don't go into great detail with all the catches and clauses of what I post. I don't think a discussion needs a reference manual.

    However, excuse me for actually meaning /jp/ projects in general rather than just some VN. On the other hand the group could start requesting features that aren't in the VN engine currently being used resulting in either (if its open source) being rewritten, or a new VN engine needs to be found and the programmer/scripter needs to acclimate to that too.

    Most VN engines are extremely old and outdated so even the open source ones can be a headache to add things to.

    With an easy to use engine the work of a scripter may as well be done by a writer. But before continuing with that reasoning, let me just say that I was making another point.

    The point I was making was that while it's common for artists to quit first citing they're too busy or it's too much work, it isn't like everyone else is made of time either.

    Either way there isn't a point in continuing the discussion because as you've probably already guessed nobody is going to be paying anybody anything.
    >> Anonymous 05/07/11(Sat)13:39 No.7318337
    >>7318309
    >a VN with varying art styles due to artists quitting
    Another idea for the unfinished look mentioned in >>7317926 .
    >> Anonymous 05/07/11(Sat)13:39 No.7318338
    Maybe I didn't make it clear how I was perceiving a project like this coming together, but I suppose it doesn't matter much.

    >>7318315
    Yeah, you're right. I can't really imagine anybody paying for the art. Maybe it was a bad idea to approach the question with that ultimatum, but my question wasn't really "Should we pay the artist?" It was:

    "Since the writer and artist are the most likely sources of creative difference and the author is in control, how do you prevent the artist from quitting without extra incentive? Or do we just trust the artist like the other members?"

    Correct me if I'm wrong, but the artist ditching the project is generally the most common source of failure in these types of projects. I recall seeing a few different examples from different places in which it happens.
    >> Anonymous 05/07/11(Sat)14:11 No.7318463
    >>7318338
    Well we could also approach the project as a "director" managing a goup including an artist and a writer.

    Eventually somebody will take charge or bar a freak miracle of the right circumstances a project will never get off the ground. The problem with people taking chance is that usually they're of the variety that recognize the necessity for leadership but don't make any contribution of substance themselves.

    Usually the rare amateur project like these tend to have an artist, writer, or programmer filling the leadership roles as well as maybe one of the other roles.
    >> Anonymous 05/07/11(Sat)14:44 No.7318595
    How does a VN script look like anyway.
    Something like this?

    The space before me is warping.
    Prog: W-What is going on?
    A:God is here.
    >> Kritzinger !TANs7broy. 05/07/11(Sat)14:59 No.7318634
    >>7318338
    Artists ditching the project happened twice to me. What is worse is that I even shelled out some money to both of them each time.

    Honestly, artists are the worst people on the planet.

    Website related: It's my dead in the water project that has been collecting dust since our artist bailed.

    http://studio-nihi.com/shockcocoon/
    ;_;
    >> Anonymous 05/07/11(Sat)15:01 No.7318638
    /jp/ is too autistic.

    /v/ has actually made about half-a-dozen games

    /mu/ does the obvious

    even /a/ has storythreads, makes manga/doujinshi and even has several VN projects going on
    >> Anonymous 05/07/11(Sat)15:04 No.7318645
    >>7318638
    >/v/ has actually made about half-a-dozen games

    Haha... what?
    >> Anonymous 05/07/11(Sat)15:05 No.7318648
    >>7318634
    Why the hell is it always the artists? Writers and programmers always do a nice amount of work, and then the artists bail without doing much work at all.
    >> Kritzinger !TANs7broy. 05/07/11(Sat)15:07 No.7318651
    >>7318648
    I wish I knew. Maybe it's that I gave them money? It wasn't much, just $40-60, ya' know - what I'd spend on a person if I was treating them to dinner and a movie.

    But honestly, each time the artist bailed it reset everything because "LOL EVERYTHING NEEDS TO BE REDRAWN xDD"
    >> Anonymous 05/07/11(Sat)15:16 No.7318675
    >>7318651
    The artists bailing happens even easier if it's free. I don't think artists on /jp/ are capable of the sheer amount of content you need to provide. Ideas are easy, everybody has them. When it comes down to doing it, most of these artists have never seen this amount of work before.
    >> Anonymous 05/07/11(Sat)15:22 No.7318695
    >>7318681
    Yeah, the scripting part is never a big deal. You only need programmers if an engine doesn't already exist for what you want to do. For VNs, there's plenty of stuff.
    >> Anonymous 05/07/11(Sat)16:20 No.7318865
    We really need some auxiliary board where we could dump all of these ideas and projects.
    >> Anonymous 05/07/11(Sat)16:47 No.7318953
    >>7318865
    http://bunbunmaru.com/kareha/projects/
    >> Anonymous 05/07/11(Sat)16:50 No.7318957
    >>7318953
    Get out bun devs.
    >> Anonymous 05/07/11(Sat)17:11 No.7318994
    you don't need a warehouse

    you need a pier

    http://lemmasoft.renai.us/forums/viewtopic.php?f=38&t=10266
    >> Anonymous 05/07/11(Sat)17:29 No.7319041
    >>7317830
    >>7317910
    how many space opera VNs are out there?
    >> Anonymous 05/07/11(Sat)17:30 No.7319045
    >>7317943
    also like welcome to the NHK
    >> Anonymous 05/07/11(Sat)17:36 No.7319057
    Getting funds is easy. The problem getting a profit on the product.
    >> Anonymous 05/07/11(Sat)18:12 No.7319135
    >>7319057

    Profit? We'll do it because its fun and release it for free.
    >> Anonymous 05/07/11(Sat)18:16 No.7319144
    >>7318634
    You just need an artist? Do you have an email I can contact? I might be interested in drawing for you. If you'd be interested anyway.
    >> Anonymous 05/07/11(Sat)19:12 No.7319310
    >>7318634
    Honestly we should all just try and help this dude get something done with his.
    >> Anonymous 05/07/11(Sat)19:24 No.7319363
    >>7319310
    I would if I could draw anything.
    >> Lion !!atisgv1c2+f 05/07/11(Sat)20:19 No.7319568
    >>7317346

    It's too bad no one wanted to do anything with this. This girl was cute.

    Did she even have a name?
    >> Anonymous 05/07/11(Sat)20:23 No.7319580
    >>7318675
    >>7318634
    >>7318651
    It's always the artists. In the professional world they're usually quite cheap and you have a team of trained professionals to pick up where one leaves off. Sadly it seems all artists are just passing through and want to go on to do other things.
    >> Anonymous 05/07/11(Sat)20:26 No.7319598
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    >>7319568
    Lucetta. I posted a linup of the characters too. >>7317914
    >> Lion !!atisgv1c2+f 05/07/11(Sat)20:32 No.7319625
    >>7319598

    Too many characters. Too much stuff. Too ambitious with too little talent.This might get finished in a studio, but not on /jp/.

    Why don't you just do a different short story for each of them and release them gradually (if you need to use them all--Lu's the only interesting one anyway)? You'd want each of them to contribute to some bigger "meta-story" though.
    >> Necrobrotent 05/07/11(Sat)20:34 No.7319633
    No one who makes enough money to rent a warehouse wants to live with all of you.

    Boof will never spirit you away
    >> Anonymous 05/07/11(Sat)20:38 No.7319644
    >>7319625

    Oh hai Lion, how's Dandy Girl 2 coming?
    >> Anonymous 05/07/11(Sat)20:39 No.7319651
         File1304815164.jpg-(841 KB, 1560x1235, churchgirl multi.jpg)
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    >>7319625
    Well it only had three characters until one of the contributing artists muscled in Chris and Alexis. And Chisame because people wanted a trap character.
    >> Lion !!atisgv1c2+f 05/07/11(Sat)20:42 No.7319669
    >>7319644

    I gave up on it. I just don't have the patience, time or money to produce the kind of quality content the story deserves.

    Just kidding. I finished the Julie route a couple of weeks ago. Still hoping to make it by Summer Comiket, although I haven't heard back from my artist in a while. No idea how to make an installer but I'm working on it.
    >> Anonymous 05/07/11(Sat)20:45 No.7319686
    >>7319651
    In all honesty, if this is a plot heavy game and that character wasn't in the original conception of the story, I would drop the that character. No one gives a shit about a trap's personality, they just like them for their looks. If this is a serious story, I don't really think you'd want to tackle transgenderism and all that stuff since it would sicktrack the plot.
    >> Anonymous 05/07/11(Sat)20:46 No.7319689
    i'm not that good at drawing, but if someone needs help with the art in their project, i feel like helping out right now
    >> Anonymous 05/07/11(Sat)20:47 No.7319693
         File1304815677.png-(126 KB, 400x400, bern_n10.png)
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    >>7319669
    >> Anonymous 05/07/11(Sat)20:49 No.7319698
    >>7318651
    >$40-60
    Hmm, that might be enough.

    ...for ONE picture that doesn't look like shit.
    >> Anonymous 05/07/11(Sat)20:52 No.7319705
    >>7319689
    Being realistic, good looking art isn't the top priority as is art that actually exists. Just get someone to draw SOMETHING at the very least, hell if the story is good enough people will overlook the art.

    If I was making a VN, I would take a mediocre artist who actually did the artwork instead of some talented artist full of themselves and not really giving themselves 100% to the project.

    Additionally, artists can improve over time. Imagine someone proven to actually work on shit who's work looks like shit. If they keep at it, their art will improve over time. Such a person would be invaluable.
    >> Anonymous 05/07/11(Sat)20:54 No.7319712
    >>7319698
    See, what is this with the low end of amateur art? I can't wait for the day that technology completely replaces the grunt artist. We're not even that far off from the looks of it, maybe another five or ten years?
    >> Anonymous 05/07/11(Sat)20:55 No.7319718
    Go to deviantart, it's full of enthusiastic teens eager to draw your sugoi kawaii drawings to fill your VA sprites for free.
    >> EagleWarrior !!Jq0MHPvHhpb 05/07/11(Sat)20:59 No.7319730
         File1304816397.png-(227 KB, 1024x1024, HappyTouhou.png)
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    So how's the game going /jp/?
    >> Anonymous 05/07/11(Sat)21:00 No.7319734
    Quitting because the artist gives up is stupid.

    Use placeholders, finish the novel, then look into ways to do something about the visuals.
    >> Anonymous 05/07/11(Sat)21:03 No.7319740
         File1304816605.jpg-(19 KB, 228x219, THIS.jpg)
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    >>7319734
    >Use placeholders
    >> EagleWarrior !!Jq0MHPvHhpb 05/07/11(Sat)21:03 No.7319742
         File1304816634.jpg-(342 KB, 1024x768, 1298775605990.jpg)
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    Why dont you start with a demo /jp/? Start with something simple and easy for everybody.
    >> Anonymous 05/07/11(Sat)21:22 No.7319797
    Hey Lion, you're a published writefag aren't you? Couldn't you edit fior some anon's project or something? Or i don't know, WRITE for it?
    >> Anonymous 05/07/11(Sat)21:27 No.7319808
    >>7319689
    If you're offering to help, we're willing to accept, especially art-wise, join onto #moetron-vn@irc.rizon.net
    >> Anonymous 05/07/11(Sat)21:59 No.7319902
    >>7319808

    i don't exactly know how to use irc, but maybe it worked?
    >> Anonymous 05/07/11(Sat)22:17 No.7319965
    >>7319902
    He likes to be in charge of his own projects and not commit himself to another persons vision. Actually this seems to go for just about everyone.
    >> Yama !XanaDuh0e2 05/07/11(Sat)22:18 No.7319969
         File1304821103.jpg-(206 KB, 960x800, jp Manor.jpg)
    206 KB
    Chapter.4./jp/.manor.where
    >> Anonymous 05/07/11(Sat)22:18 No.7319970
    >>7319965

    Oops, I meant to reply to >>7319797
    >> NeverEverRemember !!dB9NzwcyQRy 05/07/11(Sat)22:36 No.7320044
    >>7319969
    As I've posted in >>7305957 :
    >Yes and no. I've written part of chapter 4, but whenever I write more again, I become dissatisfied with what I've written and give up again. I want to do it right, but because of that I'm not doing anything...
    >
    >I'll try to finish chapter 4, but I can't promise anything beyond that. /jp/ Manor was never intended to be a serious project, but now people are actually expecting something and I can't take it easy anymore...
    >> Lion !!atisgv1c2+f 05/07/11(Sat)22:36 No.7320051
    >>7319965
    >>7319970

    Not entirely true, I've done editing and written pieces for people for free in the past. As a journalist I have to suck it up and get kicked in the balls by my editors plenty as it is, so it's not like I'm all LOL NO IT HAS TO BE MY WAY. Well, unless it's something borderline retarded like "She's the MC's ghost cousin but is actually his cyborg imouto from the future."

    But anyway, yeah, I'd need to know things are planned out and the project actually has some realistic potential.

    Maybe I'll write a short story for that Lucetta girl.
    >> Yama !XanaDuh0e2 05/07/11(Sat)22:47 No.7320087
         File1304822859.jpg-(584 KB, 473x704, Yama - Uh.jpg)
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    >>7320044
    Aw dang.

    I missed that thread.
    Gonna try your new VN out. - Internet went down in the middle of my S.T.A.L.K.E.R download, 1h and 20 minutes left now...
    >> Anonymous 05/07/11(Sat)23:03 No.7320135
    Personally, I think some of the stories I've released are terrible. I criticize LSF for releasing such crap, but I release crap that isn't much better. On the other hand, the people who read it are really positive about it.

    It's a funny situation. On the one hand I don't want to release such crap, but on the other hand I want to release it because people enjoy it...
    >> Anonymous 05/07/11(Sat)23:50 No.7320256
         File1304826648.jpg-(212 KB, 500x1303, jp_churchgirl.jpg)
    212 KB
    >>7320051
    Well if you're interested I've got a whole bunch of Warehouse related content just sitting around doing nothing. I could try to put it all together so you've got something to base your writing off. The basic plot was that a NEET who's parents / family have died is running out of inheritance, gets evicted and tries to live the dream of starting a game company in an abandoned warehouse.

    Church girl comes in to the plot where she concerned busy body trying to help the misogynist misanthrope MC.

    There was actually some scenario stuff posted on patebin a while back, someone put it into a VN engine, and some others even made a few tracks of music for it. But that was as far as it ever got.
    >> Anonymous 05/07/11(Sat)23:55 No.7320269
         File1304826945.jpg-(59 KB, 704x396, Misaki.jpg)
    59 KB
    >>7320256
    >Church girl comes in to the plot where she concerned busy body trying to help the misogynist misanthrope MC.
    Where have I seen this before...?
    >> Anonymous 05/08/11(Sun)00:09 No.7320320
         File1304827751.png-(397 KB, 600x1600, Chisame colored.png)
    397 KB
    >>7320269
    Yeah, and? It didn't start out as an N.H.K. spoof but it just evolved some key similarities. There's no point getting so buttflustered about it and changing everything so there aren't similarities anymore.
    >> Anonymous 05/08/11(Sun)05:47 No.7321372
    The best unfinished project /jp/ has ever worked on.
    >> Anonymous 05/08/11(Sun)05:53 No.7321386
    Do we even have any drawfags left on /jp/ or have all the regulars really left now?
    >> Anonymous 05/08/11(Sun)06:12 No.7321422
    >>7320320
    Yeah, but that's not just similarities. She's an exact clone of Misaki, down to the 'church girl' part. Only her character design is radically different (she looks like a fantasy priest/nun rather than an actual church girl).
    >> Anonymous 05/08/11(Sun)06:23 No.7321441
    Making a visual novel is a... novel idea, but I am more on the side of making an actual Hentai Game one day. Sawatex's Kasumu touching game really inspired me to do it. But since I know jack shit about programming, I am currently taking a class in my campus to do so.

    Japan's focusing too much on Visual Novels, and the Hentai Games they're pumping are usually shit, or has some tacked on gimmick in it. I still stand by the notion and touching games make the perfect Hentai Games, but no one cares to improve on it.
    >> Anonymous 05/08/11(Sun)06:43 No.7321465
         File1304851390.jpg-(119 KB, 722x1019, fate__hollow_ataraxia__fate__s(...).jpg)
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    >>7321422
    No, you have it all wrong which is funny because those are exactly the accidental similarities that were mentioned.

    Church Girl is actually a clone of Karen Ortensia right down to the pantyhose. The character design of the Chruch Girl occurred mostly independently to the scenario brainstorming until they were brought together.

    If it seems like an exact clone of N.H.K. to you then that has more to do with you than either the N.H.K. or the Warehouse project.
    >> Anonymous 05/08/11(Sun)06:59 No.7321496
         File1304852354.jpg-(19 KB, 394x263, 47878097-087435.jpg)
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    >>7321465
    >> Anonymous 05/08/11(Sun)07:09 No.7321521
    >>7321496
    Stop that.
    >> Anonymous 05/08/11(Sun)07:12 No.7321525
         File1304853130.jpg-(92 KB, 370x305, 1285089166861.jpg)
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    >>7321496
    Huh? Why would I even be mad? Trolls sure are stupid retards these days.
    >> Anonymous 05/08/11(Sun)12:56 No.7322417
    >>7321496
    Bump.



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